Fantasy Wars is a traditional hex wargame set in a rather retro-looking world of swords, sorcery, orcs, goblins and magic helmets.
As you might expect, it's a turn-based strategy affair, and it bears some deeper tactical mechanics. For example, a zone of control (or ZOC as abbreviation fans will know it) is in place here, meaning a unit's movement is halted as soon as it enters a hex next to an enemy. Archers will provide support fire for any adjacent unit that is attacked during the opposition's turn, so the positioning of your army is an important consideration.
Troops can be routed, commanders give attack bonuses to nearby units, and while all this is pretty standard wargame trappings, there are a couple of interesting nuances. Charging knights are labelled as impetuous, meaning that they'll attack the first unit they come into contact with regardless of orders, unless there's a commander around to keep them in line.
Terrain has a huge bearing on the battles of Fantasy Wars. Crossing a river bogs a unit down completely and leaves it extremely vulnerable to attack, and knights are terrifying whenthundering across the plains, but far less effective when plodding through a swamp. It's all common-sense stuff that lends the game a definite flavour of realism without getting overly technical.
Unit upgrades are facilitated via experience points earned over the persistent campaign, and there's also an element of army management. New troops can be purchased using the gold plundered from captured towns, or the rewards given for achieving optional objectives, and all this adds an extra strategic layer to the game's three campaigns.
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Requirements
- CPU
- 2.4 GHz Intel Pentium 4 or 2.2 GHz AMD Athlon TM 3500+
- RAM
- 1GB
- Graphics
- 256 MB nVidea GeForce FX 6800 or ATI Radeon 850XT
- Sound Card
- Direct X 9.0c Compatible
- OS
- Windows XP with Direct X 9.0c
- Direct X
- 9.0c
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